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by mmmPI
Thu Apr 30, 2026 5:06 pm
Forum: Gameplay Help
Topic: Logic circuit design methods
Replies: 2
Views: 319

Re: Logic circuit design methods

If you consider AI like chatgpt, it's not very good at making combinator contraption on its own imo. It's much better at telling you what already exist in the web, which is a lot. Because the wiring is often time not described with words, it's shown in a blueprint or a picture and thus AI has less ...
by mmmPI
Thu Apr 30, 2026 4:42 pm
Forum: Fixed for 2.1
Topic: [2.0.76] Trains randomly pausing at waypoint stations
Replies: 12
Views: 1134

Re: [2.0.76] Trains randomly pausing at waypoint stations


It's very simple: A stop is a waypoint if, and only if, its schedule entry has no wait conditions; the train will not stop, except for "no path" situations. If there's at least one wait condition (it doesn't matter which kind), that stop is not a waypoint and the train must stop.


Mmmm about the ...
by mmmPI
Thu Apr 30, 2026 9:44 am
Forum: Wiki Talk
Topic: How to use Copilot/ChatGPT/whatever AI as translator for Factorio wiki
Replies: 26
Views: 8252

Re: How to use Copilot/ChatGPT/whatever AI as translator for Factorio wiki


About AI: I learnt I need to "discuss" errors with the AI and point out errors. It will apologize and correct. It will reveal part of its "thinking" process. Previously, I assumed if I create the perfect prompt with the perfect ruleset, the translation will be perfect. I was furious the AI never ...
by mmmPI
Thu Apr 30, 2026 9:25 am
Forum: Fixed for 2.1
Topic: [2.0.76] Trains randomly pausing at waypoint stations
Replies: 12
Views: 1134

Re: [2.0.76] Trains randomly pausing at waypoint stations


I have tried twice to add the save - each time the preview window shows it properly added but it doesn't show up in the post...

None of the waypoints have any conditions - if they did then they would not be waypoints.


Really glad this was fixed, the issue with the savegame was maybe its size ...
by mmmPI
Thu Apr 30, 2026 9:03 am
Forum: Gameplay Help
Topic: Asteroid spawning implementation
Replies: 10
Views: 3653

Re: Asteroid spawning implementation



[...]

I think your observations are incomplete,as you had some luck for now, but one time your ship will not be moving and you will encounter asteroids from all sides , including the back !

This just doesn't occur on Nauvis, where only harmful harmless asteroids exists, but otherwise, they do ...
by mmmPI
Wed Apr 22, 2026 12:36 pm
Forum: Ideas and Suggestions
Topic: Change huge asteroid explosive resistance to 100%
Replies: 65
Views: 12812

Re: Change huge asteroid explosive resistance to 100%


Already I made a mod that doesn't change your beloved 99% explosive resistance. But of course you keep arguing about this as per usual. I explained this before 20 times to you re: why I mentioned resistance indirectly for turret priority, instead of turret priority directly.

"changing ...
by mmmPI
Wed Apr 22, 2026 11:50 am
Forum: Ideas and Suggestions
Topic: Change huge asteroid explosive resistance to 100%
Replies: 65
Views: 12812

Re: Change huge asteroid explosive resistance to 100%


ok buddy, when you even attempt to make a UPS optimal prom ship, get back to me


I understand you don't want to argue, but the nature of your dismissal just goes to show that you easily consider the matter very niche and requiring expertise, only valid in a precise scenario, the UPS optimisation ...
by mmmPI
Wed Apr 22, 2026 11:10 am
Forum: Ideas and Suggestions
Topic: Change huge asteroid explosive resistance to 100%
Replies: 65
Views: 12812

Re: Change huge asteroid explosive resistance to 100%


ok buddy, when you make a UPS optimal prom ship, get back to me


When i look at the ship you posted on reddit, it doesn't feature the second layer of low quality railgun designed to pierce thru the higher quality level of railguns in case an huge asteroid isn't destroyed : https://www.reddit.com ...
by mmmPI
Wed Apr 22, 2026 10:52 am
Forum: Ideas and Suggestions
Topic: Modlists Saving feature for different playthroughs
Replies: 10
Views: 626

Re: Modlists Saving feature for different playthroughs



This already exist i think, there is a "modpack" category, which often time is just that, a mod whose only action is to help load a set of other mods. It is also used by people that want to share their modlist/modpack but it require a little more invovlvement, maybe better for you since you are ...
by mmmPI
Wed Apr 22, 2026 10:38 am
Forum: Ideas and Suggestions
Topic: Change huge asteroid explosive resistance to 100%
Replies: 65
Views: 12812

Re: Change huge asteroid explosive resistance to 100%


I see the same: dozen of hours and 20 round trips without any damage, then suddenly one hit with my much smaller prom ship as well, but I was never able to see the reason.
When I switched to the platform one second after the alert, there was no asteroid any more, so it wasn't a huge asteroid. Not ...
by mmmPI
Wed Apr 22, 2026 5:09 am
Forum: Ideas and Suggestions
Topic: Add "quality priority" to inserters
Replies: 30
Views: 4132

Re: Add "quality priority" to inserters

terradus wrote: Wed Apr 22, 2026 5:01 am one more reason 04-22-2026, 08-01-13.png
this setup has no room to remove spoilage, it will break down anyway :( But yeah for science packs "quality priority" would make sense.
by mmmPI
Tue Apr 21, 2026 9:36 pm
Forum: Ideas and Suggestions
Topic: Modlists Saving feature for different playthroughs
Replies: 10
Views: 626

Re: Modlists Saving feature for different playthroughs


I program myself.

Mmmm I thought it was comon a thing to all programmer to avoid making claim on how much times things takes without seeing the code, a joke sometimes that things takes always more time than anticipated even when you know everything about the code . I would advise against it in ...
by mmmPI
Tue Apr 21, 2026 5:58 pm
Forum: Ideas and Suggestions
Topic: Modlists Saving feature for different playthroughs
Replies: 10
Views: 626

Re: Modlists Saving feature for different playthroughs


Well I found nothing via search that matched this.


Weird when using "modlist" there aren't that many results.


The question rises then: why is not implemented after it has been asked for so often?
It's not like this is time consuming to implement: at least the basic save and load saved lists ...
by mmmPI
Tue Apr 21, 2026 11:46 am
Forum: Ideas and Suggestions
Topic: Modlists Saving feature for different playthroughs
Replies: 10
Views: 626

Re: Modlists Saving feature for different playthroughs

there are often suggestions about modlists in game like : viewtopic.php?t=132433
by mmmPI
Tue Apr 21, 2026 11:32 am
Forum: Ideas and Suggestions
Topic: Rail signal to let more than 1 train into a block
Replies: 2
Views: 251

Re: Rail signal to let more than 1 train into a block

Kyralessa wrote: Tue Apr 21, 2026 9:17 am What if trains are backed up in that block? Should subsequent trains just plow through the first train?
There was a mod like this viewtopic.php?t=110584 , and back then the answer was : yes :)
by mmmPI
Tue Apr 21, 2026 11:06 am
Forum: Ideas and Suggestions
Topic: Add "quality priority" to inserters
Replies: 30
Views: 4132

Re: Add "quality priority" to inserters


But even setting 'Mount Fortress' aside, I plan to use this blueprint in other playthroughs as well (including vanilla). The concept remains virtually the same — essentially, it’s an Omni-factory. This term was coined by someone in the community, either on Reddit or the forums, I don't recall ...
by mmmPI
Tue Apr 21, 2026 9:53 am
Forum: Gameplay Help
Topic: Optimize expansion
Replies: 3
Views: 336

Re: Optimize expansion


So all you need to do is to find the time how long it takes in your setup for one production line to craft the ingredients for one production line. Then apply the exponential growth:
steps = whole time / time per 1 production line
amount of production lines after steps = 2^steps


That's a ...
by mmmPI
Tue Apr 21, 2026 8:29 am
Forum: Gameplay Help
Topic: Optimize expansion
Replies: 3
Views: 336

Re: Optimize expansion

imo it may be quite tedious to use an external calculator to model an existing factory, if you have trains bottleneck for example, it will create a discrepancy between what the calculator predict and the actual behavior in game and this would be difficult to tell the calculator, if you try to make ...
by mmmPI
Mon Apr 20, 2026 12:18 am
Forum: Ideas and Suggestions
Topic: Add "quality priority" to inserters
Replies: 30
Views: 4132

Re: Add "quality priority" to inserters


A challenge should have rules


I am not very good at respecting the rules, for me it was :


just Open a calculator, pick a finished product, and then imagine switching that end product mid-process.

For example: to produce 55.379 modules per minute,


But i didn't open a calculator, so it ...
by mmmPI
Sun Apr 19, 2026 8:39 pm
Forum: Ideas and Suggestions
Topic: Allow combinators to generate "pure" quality signals
Replies: 5
Views: 1708

Re: Allow combinators to generate "pure" quality signals

I'm not sure i understand the difference with the other thread viewtopic.php?p=691472

+1 for
quality signal as filter for inserter.jpg
quality signal as filter for inserter.jpg (65.63 KiB) Viewed 289 times

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